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cassius335 wrote:Area (Perception) should be capped at 2 ranks and then should only get the second rank "if attached to an already Sense Dependant effect", whatever the heck that means...


cassius335 wrote:Hang on... so if you have Area (Peception), adding Sense Dependant replaces the one built into Area (Perception)? Why do that, instead of just marking Area (Perception) as Visual, Audio or whatever?

CelticREI wrote:cassius335 wrote:Hang on... so if you have Area (Peception), adding Sense Dependant replaces the one built into Area (Perception)? Why do that, instead of just marking Area (Perception) as Visual, Audio or whatever?
My thoughts are that they did it like so to make sure people couldn't build a power with Area (Perception) and Sense-Dependent and thus gain an Extra/Mod 'for free' (as it would cancel each other out if ye didn't have to tack on that extra rank)

cassius335 wrote:Except it'd be easy enough to just disallow Sense Dependant and Area (Perception) from being on the same power (which Area Perception's description makes a half-hearted attempt to do).
...Hmm. If I put "Sense Dependant" on an Affliction, Area (Perception) is greyed out ("Precluded by Sense Dependant"). If I put Area (Perception) on an Affliction, Sense-dependant is selectable, but doing so causes a Pre-Requisite error...even if Area (Perception) is set to two ranks.
Honestly, unless there's some advantage to having Area (Perception) and Sense-Dependant on at the same time instead of just Area (Perception) on it's own (other than Sense-depandant having that text box), it's probably simplest if it greyed out both ways (that's going against the rules as per the book, but nonetheless...)


cassius335 wrote:While I remember: If you add multiple power sets to Variable, they default to on... which soon throws up an error for "too many power sets on at once" once you start adding powers to the set. Having the power sets default to 'off' would eliminate this.
Oh, and another one for the "That's weird, but I don't know if it's a bug or supposed to be doing that" pile: Why can you boost Powers with Energy Absorption, but you can't do the same with regular Enhanced Trait? Energy Absorption is built from Enhanced Trait, after all...


Dunlar wrote:I think have found a bug with the Permanent flaw (-1/r). In the Extra & Flaws menu it displays correctly, but once added to a power it changes to (0/r) flaw and the power cost isn't adjusted by -1.

cassius335 wrote:Dunlar wrote:I think have found a bug with the Permanent flaw (-1/r). In the Extra & Flaws menu it displays correctly, but once added to a power it changes to (0/r) flaw and the power cost isn't adjusted by -1.
That's not a bug, as such. It's automatically adding Continuous Duration onto your power (because Permanent requires Continuous Duration), but neglecting to display "Continous Duration" as one of your extra's, instead simply adjusting the final cost of Permanent.
You're not the first to be confused by that and I wish they'd change it.

CelticREI wrote:They should have a note in the description of the mod that states it is changing the duration to Continuous and what the cost/bonus pp it would be based on what type of duration the power was before adding Permanent. When ye click on Permanent does it show that note at the bottom of the description to the right?

cassius335 wrote:CelticREI wrote:They should have a note in the description of the mod that states it is changing the duration to Continuous and what the cost/bonus pp it would be based on what type of duration the power was before adding Permanent. When ye click on Permanent does it show that note at the bottom of the description to the right?
*checks* Nope.


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